A Hole in the Ground

Who knows where this whole thing goes? This is no simple hole dug with gardening hoes. Around and around she goes, where she stops nobody knows. Because this is a spot fit for magical toes, or for those who can't pay the cart due to Simoleon woes, but keep in mind how the MagiCo slogan goes: every hole is deeper then its polyphonic prose.

A Hole in the Ground was introduced in The Sims: Makin' Magic. Sims can jump in the Hole to go to Magic Town, or to go from one Magic Town lot to another. Sims do not need to have magic to use the Holes, and using them is free. Children can use them to go to Magic Town on their own. Neighborhood Sims visiting a Magic Town community lot will use the Holes on that lot to enter and leave, even if their home lot does not have a Hole.

The Mystery Man's package contains a Hole in the Ground, and it can also be bought in Buy mode.

If the Tragic Clown is trapped in a room, he will use a Hole in the Ground to escape from it, and teleport to the resident Sims. It is not known whether MagiCo adapted this into a transport system, or if the Clown modified a MagiCo Hole for his own purposes.

Sometimes in The Urbz: Sims in the City, Darius will throw a small black round circle and jump into it to go to the VIP Room. The Urbz will then display a cutscene of Darius.

The Sims 3: Ambitions introduced the inventing skill. One of the inventions is a miner which can drill deep holes, that can be connected in a tunnel network. While this is not the same sort of Hole in the Ground that MagiCo or the Tragic Clown use, it can be argued that these tunnel networks are precursors of Magic Town's network of Holes.